The gnoll makes a disgusted sound following Sithiliss' plea.
Bleeding hearts. Perspective. You can die here, in this camp and alone, or you can risk death fighting. You warrior types like that right? This fight comes with the grandest prize of all at the end of the tunnel.
"They're not so much a secret. People know the tunnels exist. They just don't go down them. They also don't know they lead to the other side of the mountain. The...things...in there..." The hob shakes his head mournfully. "Besides that, the humans booby-trapped the entrance a long time back. Both to keep the things from eating workers and to keep us from going down that way. Nobody's made an attempt in as long as anyone can remember. Schwartz keeps the map because nobody will search a guard at random. He dug it up from some old records of this camp before they converted it to what it is. Anyway, Schwartz is one of the guards with the red stripes. Carries a big ol' greatsword. He keeps an extra mean act up to fool the other guards, so don't dare talk to him in front of them...but alone...he approached me a week back about this. My friends were planning it, and they had me scout out the area, but I tripped one of the traps, and they barely managed to drag me back to camp. We said a cave in fell on me, which was half the truth, but..." Corrin trails off at the painful recent memory.
He scratches his chin. "You could, I suppose, leave him a note in his locker, if you could somehow get to it in the barracks, to contact you. Just mention the word Terrantos - it's sort of...a secret code among the rebels. He'll trust you then."
Knowledge (History)/(Geography) DC 15:
Terrantos was a kingdom far to the west that was hidden away in a valley somewhere - though nobody today is really sure where. It's rumored that it was started as a collective of races - elves, dwarves, halflings, etc, before the nations started segregating off like they have recently. It hasn't been a true nation in hundreds of years.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram stares at Corrin for a long moment, looking for the tell that doesn't come. He's gotten pretty good at reading people of all races, and he doesn't think the hobgoblin was lying to him. Unbidden, a spark of hope arises. "Alright, we'll send him a letter, you'll write exactly what I tell you to. If this is on the level...we'll see."
Sithiliss wrote:
"The worse thing is if those horrors cause you not to feel. If you build a wall to block everyone out, you end up in the cold and dark alone." Sithiliss replies to Vuram. "And people who have no emotions can do anything without remorse." Sithiliss gestures at scene outside the tent walls. "We're all in this together, we need to help each other get out of this place."
Vuram's nostrils flare and he ducks his head, an instinctive gesture of anger for a minotaur. Glowering at the lizardfolk he speaks in a dangerously soft voice as hard and cold as ice, "Do not speak to me of emotions, I've been in these camps for years and you have yet to clear your first hour. Emotions are what got us into this damned mess. We were soldiers, captured in battle and promised honorable treatment--but it was all a lie. My sergeant, he confronted them at the very first camp they sent us to, tried to fight for us, and they sawed off his horns and laughed as he bled to death there in the mud. I don't know whether anyone else in my unit is even still alive."
Vuram takes a slow, shuddering breath, then continues. "We were warned. Everyone had heard the stories of how the humans treated prisoners, even then. But we'd been under siege for months, we were starving and desperate and they fed us lies like honey. We convinced ourselves that the camps were just propaganda, that the humans considered us more than mere cattle..." Vuram seems to run out steam, seemingly deflating a little before everyone's eyes. Barking out a sound halfway between a cough and a bitter laugh, the minotaur turns and walks into his tent, not willing to meet anyone's eyes.
Volnar watches the minotaur walk away, wondering what it must have been like. He couldn't imagine it, not really. He was starting to realize that he may have been better off staying in his woods. It's not like Rathin wasn't capable of taking care of himself. He sighed inwardly. Time to keep moving forward.
"I know something of traps, at least of the mechanical variety. If we're lucky, I can get us by them. And honestly, I was going to ask why we should trust this Schwartz guy, but at this point, will whatever he's leading us towards be much worse than dying here?"
"I'm...sorry for your loss.I didn't know..." It seemed inadequate after all was said and done, but what else could he do? The usually eloquent cleric is struck speechless by Vuram's tale of woe. 'It must jave been really horrible to be dangled a sliver hope, then have shatterred to pieces right in front of you. To believe, then to be betrayed.' Sithiliss thought to himself.
"You're right Volnar. At least if we tried, we know that we died doing something worthwhile. "
Sithiliss goes into Vuram's tent. "We can't do anything about what has already happend, in the past, but we can work towards the future.Unless you believe the future isn't worth fighting for. "
Male Shabti Zen Archer 2 / Synthesist 1 / Oracle*| HP 23/23 | AC 14 TO 14 FF 13 | F +5 R +5 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 16 (18 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +3 | Perc +7 DV | Summon Monster 1 6/6 Freedom Channel 4/4 Perfect Strike 2/2
Spells:
CL 3 | 1st 2/2
Fused:
Eidolon HP 7/7 | AC 18 TO 15 FF 15 | F +5 R +7 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 19 (21 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +5 | Perc +7 DV
The perspective of venturing on dark tunnels with mysterious dangers and creatures actually excited Lettu. He lived his entire life underground - this felt just like returning home. Except for the part he was probably going to die. Well, this part actually felt like returning home as well.
The corby shook his head pretending to pay attention, but ignoring most of the sad stories around - he was pretty sure everybody had their own sad past, and he couldn't help but not feel any sympathy. However, he felt as these guys were his ultimate chance of escaping.
Wings had a natural sense of loyalty between comrades; right now, that's what it felt like. It was like his basic code of survival, and trusting or not, he knew he'd at least give it a try. What did he have to lose? His life?
Let's consider our options in the scarce peace sleep gives to at least some of us. Shutting eyes for sore muscles but breathing minds. - he finally said. His voice sounded deep, dark, and he moves his arms signing with the claws towards the tents.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram heaves a sigh. "You don't know when to quit, do you? Look, Sithillus right? I see what you're trying to do, and I'd appreciate it if you'd stop. If the Corrin guy's on the level then I'm leaving. I'll find what's left of my squad and break them out, and failing that I'll die killing every damn Nexoran I can get my hands on."
Corrin nods to the others. "So, you said write everything you say. What then? We haven't got much to work with here..." He tears a sleeve off his shirt, and dips a finger in the bloody entrails that Leo left. "What? It's not exactly like they left us stationary to work with."
Sithiliss gives a pained grimace as he sees Corrin write a letter using Leo's blood. "We could try a pigment made out of ashes from the incinerator the next time. I can provide the water,"he suggests.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram muses for a moment. "Problem is, if he's bait there's not much we can ask that his handlers wouldn't agree to. Except maybe...yeah, ask for the map, but we'll need him to smuggle us some weapons too. No guns, just a couple of blades or the like. If it's a trap they won't feel good about arming us, and if he refuses, well..." Vuram scratches his chin. "Maybe ask for the map first. If it's not a fake I can guide us through, that way even if he's a plant we can still make the attempt. Bah, plots and counterplots weren't my specialization!"
"Yup, the map is a good idea. Or we wouldn't even know where to start. We'd better find time where the guards aren't looking at us too hard to explore the route marked out." Sithiliss suggests. "I don't really need weapons,"he raises one clawed hand,but yes, it might give an indication if he's genuine or not."
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram waves a hand at the hobgoblin. "Then say they're for Corrin. Besides, horns and claws are alright in a pinch, but I prefer to kill my enemies in a civilized fashion. Being able to fight at range is handy too."
The last time some one tried exploring, he had a leg broken. Trips in these caves are fraught with danger as an-
Gehuil checks the outside of the tent without warning, holding one hand out to try to indicate to someone else to follow suit at the other side before exiting.
"I know something of traps, at least of the mechanical variety. If we're lucky, I can get us by them. And honestly, I was going to ask why we should trust this Schwartz guy, but at this point, will whatever he's leading us towards be much worse than dying here?"
"Agreed." says Lio, "And I'll be glad to help you with traps! I learned them, growing up, too!" he reveals his many, many teeth - a friendly grin!
TheGreenTeaGameMaster wrote:
Corrin nods to the others. "So, you said write everything you say. What then? We haven't got much to work with here..." He tears a sleeve off his shirt, and dips a finger in the bloody entrails that Leo left. "What? It's not exactly like they left us stationary to work with."
"THAT IS SO FREAKIN' AWESOME" Lio whispers, watching the hobgoblin work, "Why didn't [i]I ever think to do tha-"
Sithiliss wrote:
Sithiliss gives a pained grimace as he sees Corrin write a letter using Leo's blood. "We could try a pigment made out of ashes from the incinerator the next time. I can provide the water,"he suggests.
Lio freezes, his face half-turned away from the lizard, eyes looking back - a look of rejection, and some amount of horror. "No." he says, softly, but firmly. "No, we could not."
He stays that way for a few minutes, until he hears something Vuram says.
Vuram Kalloth wrote:
Vuram waves a hand at the hobgoblin. "Then say they're for Corrin. Besides, horns and claws are alright in a pinch, but I prefer to kill my enemies in a civilized fashion. Being able to fight at range is handy too."
"I'd prefer not to kill anyone at all..." a troll mutters quietly to himself, looking at his claws, flexing them. He's probably alone in this. He should probably not say anything. These people seem to know better than he. Besides, they did kill all those other people. And then threw them into a fire.
Lio shudders, blinks, and looks around, listening, trying to move through the fog his head has been in for a long time - trying to recall any information he may have heard about this place.
Knowledge (Local):1d20 + 7 ⇒ (10) + 7 = 17
Not sure how familiar anyone's characters here is with trolls, but this one... looks thin. Surprisingly so. A little bit pale, too.
Sorry - out of time to look up the DCs myself, so I'm just pasting the links for later.
DC I'dunno - GM's call - Heal:
He appears to be suffering from negative levels.
DC I'dunno - GM's call - Knowledge (Local) for humanoids or Knowledge (nature) for Giants:
He seems very weak for a troll. Normally trolls outclass even a basic minotaur by a little bit, but this guy falls short of both... though he's still stronger than the average human.
Corrin pens up the note and gives it to the minotaur to look over. It essentially sums up that he found others willing to "make the run" and it has the codeword, but other than that is very terse, beyond asking for the map. It seems to have as little identifying information as possible. "The lockers are all labeled, or so I've heard, so finding Schwartz's should be easy - the hard part will be getting in and out unseen. I mean, it's the guard barracks...there's bound to be guards there, right?" He frowns. "I wasn't the stealthy one in our little group. I could...probably provide some distraction, if you need, I suppose."
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram nods, then looks at Lio. "I think you and I could fake a fight easily enough. Something flashy, that'll draw a lot of attention. Collapse a few tents, do a lot of bellowing. Might even be fun."
Looking about at the others, he proffers the piece of cloth. "Anyone feeling sneaky today?"
The scorpion reappears on Gehuils shoulder with a claw raised and legs skittering in place.
Shush Einde. You are a scorpion, you can't get through a lock, now go get under a rock before someone sees you. If the troll doesn't feel up to it, I'll help with the distraction. I can talk a big game at least.
I assume Volnar and I dont find Greeter being suspicious? If so, my action would be different obviously.
Vuram nods, then looks at Lio. "I think you and I could fake a fight easily enough. Something flashy, that'll draw a lot of attention. Collapse a few tents, do a lot of bellowing. Might even be fun."
"Hum?" Lio looks up. "Well, uh, I suppose we could, but, uh... I don't know if-"
Vuram Kalloth wrote:
Looking about at the others, he proffers the piece of cloth. "Anyone feeling sneaky today?"
"Oh! Oh! I could help out with sneaky!" he says, showing many rows of teeth. "I mean, I'm pretty big, but..." he trails off, again showing teeth.
That is a lot of teeth. Which are used to smile.
Gehuil Sandstream wrote:
If the troll doesn't feel up to it, I'll help with the distraction. I can talk a big game at least.
"Oh. Maybe, yeah. That... could be good! And I'll be sneaky?" he looks hopeful.
I don't want to hurt people. he thinks quietly to himself. That would be terrible. Still, I want these people to like me...
Sithiliss wrote:
"Are there anythings that could create a loud commotion when knocked down? Perhaps we could rig the incinerator to blow?" Sithiliss suggests.
Lio flinches. "W-wha- ... you mean just... shut it off, right?" Lio asks, nervously. "I mean, uh, I- I could be d-down with th-that. Yeah. A broken i- i- i-..." he trails off, swallows, and finishes, "i-incinerator. Yeah. Get rid of the thing. Maybe forever." Lio nods affirmation.
Suddenly, Lio sits up with a start. "Oh! Maybe it could be the fault of those acid-things!" he adds. "Maybe somehow managing to get rid of both!"
Volnar looks doubtfully at the troll for a moment, taking in his great size, before looking speculatively at the rest of what he supposed were now his companions. With a mental sigh, he spoke.
"Lio, while I'm sure you're super sneaky, I'm quite positive that the barracks are designed for someone of human size. It might be difficult for you to navigate. I have spent most of my life in the woods, and learning how to move quietly is a part of that. While I don't relish sneaking in there, with some sort of distraction, I'm willing to try it. Unless anyone else thinks they're better at it. I have to wonder if a fight is a good idea though. Might they just kill them rather than break it up?"
I have spent a lot of time on the outside of the lash, if my prior experience is anything to go by, the guards are more likely to start making bets than anything else. They don't care what we do to each other. The gnoll speaks in an experienced tone. The scorpion disappears under a nearby rock, ready to go if needed.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Frowning somewhat, Vuram glances from the troll to the gnoll and ventures. Lio seems like a softy:1d20 + 8 ⇒ (16) + 8 = 24"I appreciate the willingness to help Gehuil, but I'm a poor liar and an atrocious actor. If I'm going to be convincing, it's going to need to look pretty real, and I can't kill Lio even by accident. We can wrestle a bit, throw one another into tents, gouge each other up some--and in a couple of minutes he's good as new."
The minotaur gestures to himself--matted fur criss-crossed with scars, and a slightly emaciated look from too much labor and not enough food for far too long...but imposing still, tall and muscled despite clearly being far from his prime. "I'm a pale shadow of the soldier I was once, but I don't think I could pretend to fight you well enough to convince the Nexorans, and if it was real you could be hurt badly, if not killed. I'm not so far gone that I'm willing to risk that."
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vurom gives the troll a solemn nod, then turns to Volnar. "How much time do you think you'll need to get into position? We'll wait here for a for however long you need, then start our little brawl. Once we've got their attention you can do your thing. Once you're done, or if it doesn't work, yell to us "Tear his arm off and beat him with it!" to signal that we should wind things up."
If no one has any objections, and once the plan has been set in motion...
To Lio:
Vuram moves closer to the troll, extending his hand to shake. "We're taking a terrible risk here, Lio. If I may make one request? Don't use your claws on me more than once or twice, I don't heal the way you do. Do it at least once, the blood'll go a long way towards convincing the guards, but I'd be grateful if you mostly limited yourself to punches or throws. Good luck."
"Er... I'd rather not... but... if it's the only way to save those people from... their fate... yeah, sure, okay." he nods.
"Look, I... I don't like this." he explains, "But if we're gonna, we need to have a reason. Bad-mouth the hobs or somethin' - you think they were stupid, right? So do that. Tell me that. I'll get mad enough - gettin' mad enough now - that it could be convincing."
He nods. "But I don' wanna hurt you for real. So where's a good place?"
We can either talk general strategy, or just handwaive that they do so. Your choice.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Vuram takes a deep breath, and darts a quick, nervous glance at Corrin (if he didn't go with Volnar). With a level stare at the troll, he says "They were stupid, troll. They confronted those humans with no weapons, no plan, and for what? Some dumb bastard who wasn't smart enough to keep his leg from getting broken? Even if they'd succeeded, they couldn't have escaped with their gimp friend dragging along behind. They were stupid, and they deserved to die for it."
"I guess I'd better get ready to fix them up afterwards."Sithiliss whispers to Gehuil. Sithiliss finds a spot to watch the fight so he can watch the combatants.
Corrin, having left with Volnar, didn't hear Vurum's accusation, but he might've agreed with it, considering he already himself said their bravery was foolish earlier.
With that conversation, the plan was in order, and Corrin heads outside, waiting for the others to get in position. Upon their positioning, he looks around, and starts muttering. "Oh, yeah, fight coming on - hey!" He spots the scarred kobold, and yells, "Yo, Greeter - get some help, I think I see them two new big inmates going at it!"
At that a small crowd starts to gather and move towards Corrin, who is clenching his teeth tight, hoping that Vurum and Lio are ready...
Male Shabti Zen Archer 2 / Synthesist 1 / Oracle*| HP 23/23 | AC 14 TO 14 FF 13 | F +5 R +5 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 16 (18 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +3 | Perc +7 DV | Summon Monster 1 6/6 Freedom Channel 4/4 Perfect Strike 2/2
Spells:
CL 3 | 1st 2/2
Fused:
Eidolon HP 7/7 | AC 18 TO 15 FF 15 | F +5 R +7 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 19 (21 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +5 | Perc +7 DV
Lettu limited himself to cross his arms behind the back and observe the "disagreement". He was putting quite an effort not to smile - while a side of him hoped this was all a show to distract the guards, he couldn't help but wish it was for real.
And, with his size, he for sure wouldn't try to split the two big guys... Let them have it. However, the clever eyes of the crow played around, looking for the Humans and his weapons. Maybe the crowd would provide some chance for quick hands...
At Gehuil's words Vuram snaps a glare at the gnoll, then decides to run with it as he takes a few steps back and bellows "CALL ME A COW, WILL YOU?!" Lowering his head, the dark-furred minotaur feels the muscles in his legs coil like a steel spring, powering him forward into the troll.
Charging Bull Rush!:1d20 + 9 ⇒ (19) + 9 = 28 Ramming a shoulder into the troll's gut, he bodily lifts Lio into the air, the force of his charge carrying both of them out of the tent. Aiming for the nearest tent, Vuram heaves the troll into the canvass-and-wood construct. Snorting and stamping his feet like--well, like an enraged bull, Vuram rolls his shoulders and tosses his head back and forth while his hooves gouge long grooves in the dirt; a traditional minotaur dominance display.
Beat Lio's CMD by 10, so that's a 15ft-throw right? Also, since this is only real-ish would you like Initiative checks?
As the commotion begins, Volnar whispers to Corrin, "How many guards total are there?", before edging into position as near the barracks as he can get without seeming suspicious. He readied himself to act once the guards were distracted.
preemptive stealth to dart inside when guards are distracted:1d20 + 6 ⇒ (19) + 6 = 25
Vurum and Lio start rolling around on the floor, tearing through the tents, as the crowd of other monsters starts to cheer. "Tear up that troll horn-man!" "Kill that cow and give us some fine steaks tonight" "Hell yeah!" "Rip him up!"
Five of the guards come running, and stop at the commotion, looking around for trouble, but a few of them start laughing. "I got seven gold on the troll." "Hell with that, man, they can't die!" "Look at that scrawny specimen. This grizzled cow is gonna rip him apart." "I'll take that bet!"
Perception:1d20 + 5 ⇒ (14) + 5 = 19
They seem reasonably distracted, to the point where Volnar easily slips into the barracks. There's only two other guards inside, and they're sleeping at the moment. He easily sneaks past them and finds his way to Schwartz's barracks - it's clearly labeled Schwartz, D., and when he opens it up he finds a dagger in reasonable condition, not broken or rusty like the equipment most of you managed to smuggle in, as well as a couple bottles of wine, a handful of gold coins (17), and a key, though to what, you're unsure.
Lettu notices the guards seem reasonably distracted by the fight where he could, potentially, risk picking a few pockets, though if he's caught he's certain the results would not be favorable.
"Grrrr..." he was nearly blinded by rage. How could he mock the dead like that?! What they'd tried to do and be!
But then he remembered - this is my friend: he's doing this to help make sure others never suffer the same fate.
He nodded a bit, to himself.
Lio's most important task is to make sure he he doesn't hurt his friend* - as well as keeping a listen for the "code word" to stop when it's time - so his new friend isn't seriously injured.
Meanwhile he also tries to make sure the guards aren't about to shoot them with... acid.
Sense Motive:1d20 - 5 ⇒ (15) - 5 = 10
Either way, he tries to put in a good fight... as well as subtly insert the ideas in everyone's head that people are people, and worth being considerate of (secretly hoping for a "moral" victory, maybe even swaying the humans!)*.
"No! 'Dat's bull! 'Dose was people! Dey'z should'a never'a b'n tree'd'ed 'dat way'z!" Lio declares, his voice wavering a bit. "Dey'z could'a been'a new friend'z!" he says in a heavier-than-normal accent
At the sight of blood, Lio roars. "'Dere! See what you made me do?! See?!" Lio screeches.
That was... more'n I meant to do. Yeah, he's probably fine... Lio thinks to himself.
Edit and Asterisk:
* EDIT: not with those rolls, he isn't! Careful, Vuram - Lio might not realize exactly what he's doing... but no, I'm sure Vuram is toooooooootally fine... yeah... >.>
EDIT: also edited to break up a sentence into two, for better reading and flow. And, uh, does Lio get any circumstance bonuse for being at least slightly honest about that last part...?
EDIT: and again for attack stuff.
EDIT: and again for character building statements and a bit of RP fluff.
Not willing to tempt fate, or risk pissing off the one guard that might be on their side, Volnar puts the note face down under the dagger and slips back out of the barracks.
stealth just in case it's needed again:1d20 + 7 ⇒ (3) + 7 = 10 (also remembered to use my luck this time, not that it worked apparently)
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
As Lio's claw rakes across his arm Vuram hisses with pain and backs away, keeping half an eye on the troll as he examines his wound. Well done Lio, didn't think you had it in you. Another scar for my collection, I suppose. Today I bleed for you, my brothers.
Affixing the troll with a dark glare, Vuram roars back "Shut up and fight!" before tearing at Lio, his hooves throwing up clods of dirt and he rapidly closes the distance. Aid Another Bluff!:1d20 - 4 ⇒ (13) - 4 = 9
Sithtiliss looks at the combatants fight. 'They're paying for the distraction in blood...please don't let anyone take any permanent disabling injuries'
Well...the die akready was cast..he could either sit here, or help.
"Cow, I heard that troll say your mother was a goat!" He yells, egging Vuram on.
Vurum and Lio do such a good job distracting the guards that even though Volnar trips over a rock and makes a decent amount of noise catching himself, the guards don't notice him at all!
It's around this time the guards flick the switches on their guns to stun, and their packs start charging up with energy. "Alright you two, this is getting on far too long - two big guys like you, we ain't losing another worker. Got it?"
Before the two even have a chance to obey their commands, the guards open fire and start unleashing lobs of powerful electric energy, calibrated to be of a stunning effect. "Chain 'em up. Show them what we do to troublemakers." One of the five guards pulls out some large sized manacles and starts to approach the two battlers.
Volnar slips into the crowd watching the end of the fight, mentally relieved that, unlike humans, nagaji don't blush. That was just a completely embarrassing attempt to be sneaky.
... but it wasn't acid. It wasn't fire. It was just tingles. Tingles weren't so bad. Yeah. He'd hold to the code word. Gotta hear the codeword, otherwise his friends could get hurt.
LN Minotaur l hp29/37 l AC16, FF14, T11 l F +1, R +4, W +5 Init +3 l CMD18 CMB +7* l Per +11 l Natural Cunning
Driven to one knee by spasming muscles, Vuram feels a flutter of panic. Every instinct developed over the past nine years is screaming at Vuram to keep his mouth shut, that he'd done enough...but he wasn't certain the Volnar had made it out yet. Perception:1d20 + 9 ⇒ (9) + 9 = 18
If He Sees Volnar:
"Troll, if you swipe at me again I swear by all the gods I'm going to tear your arm off and beat you with it."
If He Doesn't:
Glowering at the approaching guard, the minotaur taunts, "Look, if you're going to fix the fight at least have the stone to admit it. You're going to undo all my hard work."
Male Shabti Zen Archer 2 / Synthesist 1 / Oracle*| HP 23/23 | AC 14 TO 14 FF 13 | F +5 R +5 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 16 (18 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +3 | Perc +7 DV | Summon Monster 1 6/6 Freedom Channel 4/4 Perfect Strike 2/2
Spells:
CL 3 | 1st 2/2
Fused:
Eidolon HP 7/7 | AC 18 TO 15 FF 15 | F +5 R +7 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 19 (21 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +5 | Perc +7 DV
I'm still here... Just my character doesn't have any actions at the moment.
Lettu mentally catalogs every single human and weapons he sees. With his feathery feet fingers, he scratches the floor trying to mark his count, while pretending to be simply watching (and enjoying...) the brawl.
The humans, sufficiently distracted by the fight, give a chuckle at Vurum's taunt to the troll. One of them elbows another and comments, "Damn, if this bull weren't already broken in so damn good, he'd be a great candidate for the collar." The other one nods, as the other two humans move in to manacle the two giant humanoids' arms behind their backs. The other three aim their weapons, just in case there's resistance.
Provided there's no resistance, and subject to change if there is
The humans cuff them up, and give them each a good kick to move them forward towards one of the camp's towers in the wall - fortunately, not the one with the incinerator, but given his experience, Vurum has a feeling he will end the night with a few more scars for his disruption tonight.
It's not a pleasant experience, and though the two try their best to hold their tongues, their compatriots can hear the results of their capture, the crack of the whips, and the sickening glee the deliverer of such torments has in his voice. (Obvious fade to black - I don't believe the detail for this kind of stuff is necessary or helpful. Torture, like sex, in RPGs is best something implied and not laid out.)
The next morning their unconscious bodies are unceremoniously thrown in the middle of the camp by six guards, three dragging each body. One of the guards, one of two wearing the black armor with the crimson stripes, the others wearing plain black, stops as the other five are leaving. "I'm gonna take a trophy off that f%&*in' troll." He kneels down next to the troll and pulls out a wicked dagger, and starts cutting off the giant's ear.
SlightOfHand:1d20 + 5 ⇒ (11) + 5 = 16
IfYouBeatSOHWithPerception:
You notice he slips a letter into the wound hole of the troll during this process, which, naturally is healing over as the wound closes due to the troll's regeneration. The letter, if it is read later, reads "Message received. In mines, take third tunnel left, second right, blow out torches, light again, blow out for signal. Will meet you with map."
The armored man starts to walk off with the ear in hand, and you can hear the others laughing at his gruesome display of collecting.
"Cant leave any of us oout in the rain like that..." Sithiliss mutters. Once the guards are not looking their way, Sithiliss tries to drag both Vuram and Leo into a tent, one at a time. He tries to signal to Gehuil to help.
Once in the tent, he pulls the shutters closed and starts fixing them.
channel:1d6 ⇒ 1 channel:1d6 ⇒ 4
GM tell me how many channels I have to burn. I have max 5..
"Leo, I'm sorry about your missing ear, but I saw of the guards put something in your chest." He tells Leo when he wakes up.
Gehuil hears all too familiar sounds into the night. Maybe he had the good side of the deal in the end. In hindsight the offer to join the melee was ill advised as Vuram said. In fact he felt the slightest hint of guilt seeing the two reemerge from the tower.
I...
Perception:1d20 + 1 ⇒ (4) + 1 = 5
Upon seeing the humans mutilation Gehuil laughs his wicked laugh, it isn't clear if he notices the same thing Sithiliss has. Either way, he obliges the lizard.
Heal:1d20 + 5 ⇒ (16) + 5 = 21 The gnoll tries to identify the injuries. How deep they are, etc.
What kind of whip was this? He mutters to himself.
Male Shabti Zen Archer 2 / Synthesist 1 / Oracle*| HP 23/23 | AC 14 TO 14 FF 13 | F +5 R +5 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 16 (18 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +3 | Perc +7 DV | Summon Monster 1 6/6 Freedom Channel 4/4 Perfect Strike 2/2
Spells:
CL 3 | 1st 2/2
Fused:
Eidolon HP 7/7 | AC 18 TO 15 FF 15 | F +5 R +7 W +7 (+4 vs. mind, -2 vs. illusion) | CMD 19 (21 vs. Grapple) | Immune to Undeath, Resist Level Drain | Init +5 | Perc +7 DV
Perception:1d20 + 9 ⇒ (11) + 9 = 20
Lettu follows the others to the tents, apparently to attend to the hurt. The Corby notices the guard's movement, but doesn't say anything. Instead, he limits himself to smile, noticing things were moving... In theory.
Volnar watches silently as the guards drop off his unconscious companions, and then saw off the troll's ear. He wonders at the minds behind such behavior. He had no problem killing if necessary, that was just how life was. But torture? Mutilation? There seemed no point to it. It was just... wasteful. He followed along to the tents in case his assistance was needed.
Nexorus is a nation on the rise. While not the most magically inclined, nor the most technologically, they have taken their gift for hybridizing there arts and used it to push their military to heights the world has not seen. The primarily human nation has been swallowing up competitors, and pushing non-human humanoids, such as dwarves and gnomes, to a position of servitude and serfdom - while outright "monstrous" races such as kobolds and orcs are put to the sword by the hundreds - usually after they are worked nearly to death in camps.
A few nations resist the Nexorans, but most cow to their bullying to remain independent, as the humans of Nexorus swallow up competitors.
You are one of those monsters. You begin in one of those camps...and what happens next...is up to you.
The game's theme is maintaining your "humanity," as it were, when the world around you is monstrous. There are meant to be parallels between Nazi Germany and the Nexorans.
I have amended the list of races to choose from compared to the original interest thread, so please pay attention. Do not ask me to play another race. These races were chosen for a reason. Other races either a. don't exist in this homebrew world, b. are not right for the theme of the game, c. I am not familiar enough with to make a judgment. I don't want to analyze a bunch of races I'm not terribly familiar with for balance and...look, I've given you 23 to choose from.
I reserve the right to make alterations if I find a race is absolutely wrecking the game, or turning one player into Superman while everyone else is Aquaman. It's supposed to be fun for everyone, though, so that would most likely result in me souping up the Aquamen.
I'm looking to tell a story here - your story, obviously, but my point is this isn't about just wrecking stuff as a monster (though obviously there will be wrecking stuff as a monster, because duh). It's about thinking outside the box - what use is that gold chest you found, when every town in miles will murder you if they see you? How do you survive when you're hunted on all fronts? Will you turn into the monster they think you are, or are they wrong?
House Rules/Character Generation for this game:
I. 20 point buy with 2 traits
1) Traits can be from any campaign/setting/flavor, but the "no two from the same category" rule still applies.
II. No feat requirements for item creation, but skill rolls and other prerequisites are required.
1) Can take feats to further reduce item creation costs, if desired.
III. Allowed Material:
1) All Pathfinder official Paizo material allowed (except Mythic and a few exceptions listed below).
A) Prestige classes can be taken even if not in the group, as the Forgotten Realms don't have “Red Mantis Assassin” and other specific groups unique to Golarion. However, something similar must replace it. I.E. if you want to play a Winter Witch, you should spend a lot of time in the cold to justify it, even if you aren't in Golarion's Irrisen or a member of that specific group.
B) Any base class is allowed, but you need story justification. If you're playing a barbarian and want to eventually multiclass a few levels in wizard, that's fine, but justify it by spending time in libraries and practicing before you take your levels.
C) Summoners and Rogues must be of the Unchained variety.
D) Barbarians and Monks may be Unchained or original.
E) No Leadership. Just...a headache I don't want to deal with.
2) No 3rd Party or 3.X stuff. I learned a lesson in my last recruitment to not open that can of worms. Please don't ask.
IV. All alignments will be allowed, but I will have NPCs (including other monstrous races react according to your reputation as individuals and as a group. “But nobody saw me murder that homeless woman!” Remember, Divination magic, scrying, and Speak With Dead are all low to medium level spells.
1) No PVP allowed. I don't care what you say about "but my character would..." - Change your character if that's the case. You must get along as a group when it comes down to it. Come up with reasons as a group; I don't care what reasons you have, as long as they hold up.
V. The economics use a base copper system, not gold.
1) Starting gold is in copper, not gold.
2) Equipment is available in lower tiers:
A) Rusty:
i. Rusty/warped equipment is -1 attack for weapons, and +1 AC penalty for armor and shields.
ii. Rusty/warped equipment is ½ cost.
B) Broken:
i. Broken equipment is -2 attack for weapons, +2 AC penalty for armor and shields.
ii. Broken equipment is 1/10th cost.
VI. E6 System: This means the level cap is 6.
1) After 6th level, experience only earns additional feats.
2) This means that some races, such as trolls, will be capped at lower levels, due to their CR adjustment.
Race List:
Boggard (Bestiary I page 37)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) “Terrifying Croak” ability DC increases by ½ per class level.
2. Bugbear (Bestiary I page 38)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
3. Cyclops (Bestiary I page 52)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 5 negative levels until you balance out the levels.
4. Dire Corby (Bestiary III page 80)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 1 negative level until you balance out the levels.
C) “Screech of Doom” ability DC increases by ½ per class level
5. Gargoyle (Bestiary I page 137)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
6. Goblin
A) Standard rules
7. Gnoll
A) Use the Advanced Races Guide version on page 225.
B) No negative levels, level adjustment, or other penalties as a result.
8. Grippli:
A) Standard rules
9. Hobgoblin:
A) Standard rules
10. Kobold:
A) Standard rules
B) May take one alternate racial trait without giving up one as a result of weaker power.
11. Lizardfolk
A) Use the Advanced Races Guide version on page 226.
B) No negative levels, level adjustment, or other penalties as a result.
12. Minotaur (Bestiary I page 206)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 4 negative levels until you balance out the levels.
13. Nagaji
A) Standard rules
14. Ogre (Bestiary I page 220)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 3 negative levels until you balance out the levels.
15. Orc
A) Full orcs only, not half orc
B) Standard rules
16. Ratfolk:
A) Standard rules
17. Sahuagin (Bestiary I page 239)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) 3 negative levels/CR3 if you choose 4-armed variant.
18. Strix:
A) Must take the “clipped wing” variant.
B) Otherwise Standard Rules
19. Tengu
A) Standard rules
20. Troglodyte (Bestiary I page 267)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 1 negative level until you balance out the levels.
C) Stench DC goes up by ½ per class level.
21. Troll (Bestiary I page 268)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 5 negative levels until you balance out the levels.
22. Vanara:
A) Standard rules
23. Yeti (Bestiary I page 287)
A) Use “Monsters as PCs” rules from Bestiary 1, page 313.
B) 2 negative levels until you balance out the levels.
C) “Frightful Gaze” DC increases by ½ class levels.
I have one spot already saved for this game - I will choose 3-4 other players. I keep a pretty quick game - I expect a minimum 1/day posting rate. I choose my players based upon a combination of factors, from how fast they post in other games, to their writing style (analyzed by reading other games' posts), character backstory/personality, and team synergy.
If you have any questions, please feel free to ask. I will be running this recruitment until November 10th at 5pm EST, and I expect I will have my decisions shortly after, probably the next morning at the latest.
Ooooh boy... Well... I just have to do a spell eater bloodrager as a troll. So much healing per round... *Drooling intensifies*
Building him as something other than a front line damage dealer could be fun, Maybe a CMB specialist. Martial debuffer sort of thing, I always like those guys.
Edit: Ah didn't catch the level cap part, won't get to a high enough level for that particular shenanigan.
Interested in this, the story sounds very compelling.
That said, PC as monster rules are kind of a mess (in the sense that they're unclear), and it's not entirely clear how your negative levels interact with them, or how you 'balance out' the levels. I get the sense that say, a troll character(CR 5), is supposed to start off with a single class level, and then at each level he gains after, he removes one negative level instead of taking further class levels? Is that right?
The next bit is maybe a stupid question, since it's in the Monsters as PCs rules and we're told to use those, but do we use the 'It is recommended that for every 3 levels gained by the group, the monster character should gain an extra level' bit?
So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character.
Edit: Is there a missprint in the Gargoyle entry? All the other monster races carry negative levels equal to their CR, while the Gargoyle only has half its CR in negative levels. I suppose it might make sense in the sense that much of its CR is derived from the very high damage reduction, and if magic weaponry is super common, it might effectively be lower-CR than it says on the tin.
Reading through the rules, two points need to be discussed...
First one: Either I failed my Perception check or there isn't a starting level writen. I will be assuming it's 1st level plus racial HD minus Negative levels to balance out.
Second one: Only 23 races available?!?!?! What are we? Barbaric people?
Ejem, I will check later during the weekend/week with my submission, tis game indeed sounds good, my kind Lord.
P.s.- A question that goes unresolved for me... how do you get stat bonus and penalties from monsters? Or instead f 20 pt buy for races with racial HD you imply use the stats as they are resented in their Bestiary entry?
Other question arisen from this one regards such HD including races and their feats and skills. I assume we are to choose those by ourselves instead of taking the statblock in its entirety, but please do correct me.
P.P.S.- I found the followingin Bestiary I. Still need TGTG clarification.
BestiaryI wrote:
Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.
2. Leaving the Gargoyle in was a mistake - the only race that's supposed to be there with a fly speed is the Strix, and even they're supposed to only take the clipped wing variant. This is because fly at level 1 kind of ruins a lot of stuff.
3. Monsters with racial hit dice will not start with class levels. You can earn them as you level up, once you've bought off your negative levels. Example - a troll character will add the stat modifiers mentioned above, but otherwise be the same - except they will have negative levels to balance out their CR until they're level 1. As a result, I'm going to lower the negative levels for monstrous races by 1, since they won't have a class level to begin with. (Sorry, I was mildly distracted when I posted the original race list.)
As a result here is an updated and fixed race list: (I think I made this easier to understand than before.)
Fixed Race List:
Boggard (Bestiary I page 37)
A) No starting class
B) 1 negative level until you gain a level (when other races would be at level 2, you will have 0 class levels, and just your racial hit dice). You can begin to gain class levels when other races are at level 3.
C) “Terrifying Croak” ability DC increases by ½ per class level.
2. Bugbear (Bestiary I page 38)
A) No starting class
B) 1 negative level until you gain a level (when other races would be at level 2, you will have 0 class levels, and just your racial hit dice). You can begin to gain class levels when other races are at level 3.
3. Cyclops (Bestiary I page 52)
A) No starting class
B) 4 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 5.
4. Dire Corby (Bestiary III page 80)
A) No starting class
B) You can begin to gain class levels when other races are at level 2.
C) “Screech of Doom” ability DC increases by ½ per class level
5. Goblin
A) Standard rules
6. Gnoll
A) Use the Advanced Races Guide version on page 225.
B) Otherwise standard rules.
7. Grippli:
A) Standard rules
8. Hobgoblin:
A) Standard rules
9. Kobold:
A) Standard rules
B) May take one alternate racial trait without giving up one as a result of weaker power, or may take a third trait for free.
10. Lizardfolk
A) Use the Advanced Races Guide version on page 226.
B) Otherwise standard rules.
11. Minotaur (Bestiary I page 206)
A) No starting class
B) 3 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 4.
12. Nagaji
A) Standard rules
13. Ogre
A) Use the Advanced Races Guide version on page 229
B) Only a 10 point buy instead of 20.
14. Orc
A) Full orcs only, not half orc
B) Standard rules
15. Ratfolk:
A) Standard rules
16. Sahuagin (Bestiary I page 239)
A) No starting class
B) 1 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 2.
C) 2 negative levels to begin for a 4-armed variant. They can begin to gain class levels when other races are at level 3.
17. Strix:
A) Must take the “clipped wing” variant.
B) Otherwise Standard Rules
18. Tengu
A) Standard rules
19. Troglodyte (Bestiary I page 267)
A) No starting class
B) You can begin to gain class levels when other races are at level 2.
C) Stench DC goes up by ½ per class level.
20. Troll (Bestiary I page 268)
A) No starting class
B) 4 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 5.
21. Vanara:
A) Standard rules
22. Yeti (Bestiary I page 287)
A) No starting class
B) 3 negative levels to begin. You will lose one negative level when other classes would gain levels. You can begin to gain class levels when other races are at level 4.
C) “Frightful Gaze” DC increases by ½ class levels.
I hope that clears things up!
Burnscar wrote:
So for example a bugbear would start with 2 negative levels and a class level, spend level 2 & 3 removing class levels, then gain class levels at level 4 & 5, and a bonus class level midway between 5th and 6th level? The end result would then be a Bugbear CR 2/Class Level 5, effectively a 6th level character.
Pretty much, except I lowered a few of the negative level adjustments to account for the fact they're not going to start with class levels.
Hope this isn't coming up too confusing for people
P.P.S.- I found the followingin Bestiary I. Still need TGTG clarification.
BestiaryI wrote:
Ability Scores: The creature's ability scores are listed here. Unless otherwise indicated, a creature's ability scores represent the baseline of its racial modifiers applied to scores of 10 or 11. Creatures with NPC class levels have stats in the standard array (13, 12, 11, 10, 9, 8), while creatures with character class levels have the elite array (15, 14, 13, 12, 10, 8); in both cases, the creature's ability score modifiers are listed at the end of its description.
I'm a bit confused about the starting wealth. Is copper equivalent to gold, and we get starting equipment as normal, or is copper copper, and we get copper for our starting wealth instead of gold, thus explaining the Rusty and Broken qualities? Anyways, going to brew up a character meow.
Virr Dustmouth, Yaezhing's Dragon
Gnoll Unchained Monk/1
LE Medium humanoid
Init +2; Senses Perception -1, Dark Vision
--------------------
DEFENSE
--------------------
AC 16, touch 14, flat-footed 12
hp 14 (1d10+3 +1 from Favored Class)
Fort +5, Ref +4, Will -1 (2 versus charm and compulsions)
+2 saves versus sleep, paralysis, and stunning effects.
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: Unarmed Strike +5 (1d6+5), PA (+4, 1d6+7)
First strike in any round is 1-1/2 times strength (+6 instead of +4)
PA on first strike is +4 (1d6+9)
Charge, run, or withdraw through difficult terrain.
Charge through allies' squares.
--------------------
STATISTICS
--------------------
Str 18, Dex 14, Con 16, Int 7, Wis 9, Cha 14
Base Atk +1; CMB 5; CMD 19
Feats: Power Attack
Bonus Feats: Improved Unarmed Strike, Stunning Fist, Dragon Style
Traits: Irrepressible, Heavy Hitter, Blessings of the Feast
Drawback: Pride
Skills: Intimidate + 7, Climb +8
Languages: Gnoll
SQ: Stunning Fist 1/day
--------------------
CLASS ABILITIES
--------------------
Draconic Might : Any of the scaled fist’s class abilities that make calculations based on her Wisdom (including bonus feats with DCs or uses per day, such as Stunning Fist, but not Wisdom-based skills or Will saving throws) are instead based on her Charisma.
Bonus Feats: A scaled fist adds Dragon StyleUC and Intimidating Prowess to her list of bonus feats at 1st level. At 6th level, she adds Dazzling Display and Dragon Ferocity UC. At 10th level, she adds Disheartening DisplayACG, Dragon RoarUC and Shatter Defenses.
This ability modifies bonus feats.
AC Bonus (Ex): When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
Flurry of Blows (Ex): At 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects).
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
--------------------
RACIAL ABILITIES
--------------------
Thick Hide: +2 to natural armor.
Are drawbacks allowed to take to take another trait? If not, I'll have to sack a trait. I'll have my gnoll's backstory done later today, after I'm done mulling over ideas.
I'm thinking of a troll - perhaps an Investogator, bard, alchemist, or slayer.
Or, for maximum oddity, a gunslinger, but that's just because I like firearms.
(Unless those don't exist in the setting - that's fine, if not.)
Obviously, I'm not going to be doing much with it ('dat level adjustment! XD), but as I'll probably never be able to play a troll otherwise...
I would have been here sooner, but this week has been... devastating, physically, and time-devouring (we managed to finally start to get close to back on track this weekend!) Fortuitously, that's all (mostly) over, now! Let's roll~! XD
EDIT: oh, I might go for a PrC of some sort instead, if I can swing it, though I'm not sure what: those mental penalties, though are going to make that tough! XD
Also, I'll likely be some flavor of good - probably lawful, but maybe chaotic.
@GreenTea: What's the start "copper" wealth for creatures without class levels?
The same as monks.
The Doomkitten wrote:
I'm a bit confused about the starting wealth. Is copper equivalent to gold, and we get starting equipment as normal, or is copper copper, and we get copper for our starting wealth instead of gold, thus explaining the Rusty and Broken qualities? Anyways, going to brew up a character meow.
Copper is still copper, and you get copper for your starting wealth instead of gold, thus explaining the rusty and broken qualities. I am not saying you'll not eventually get regular/MW/+1, etc, but to start you're rather broke, being, you know, prisoners. (You'll see when you begin...)
Tacticslion wrote:
Or, for maximum oddity, a gunslinger, but that's just because I like firearms.
(Unless those don't exist in the setting - that's fine, if not.
There most assuredly are firearms. The Nexorus empire in fact employs a magical arsenal of firearms, airships, the whole shebang.
In case you didn't know, folks, Tac is the saved spot I mentioned in the first post.
Imma dot, and come back with (1=Kobold knight, 2=Gnoll witch)
1d2 ⇒ 2
Witch it is. Oh, the cackling that will be had.
Should be finished by the end of the night.
Edit: I don't know if it's an issue for you, but I've found that the ARG version of the Gnoll is slightly more powerful than the bestiary version.
Edit x2 (I should start thinking these posts out more before submitting): Also important question; What kind of general tone do you want to the game, before I go nuts with a silly PC? I get the general feeling it would be mostly serious, and I will submit with that in mind, but are we talking fully grimdark, or more self-aware? Should the jokes stay out-of-character? For example, if I were to dip swashbuckler for a level, should I restrain myself from calling myself "Errol the Flind" in-character?
Alrighty then, Green Smashomancer, reporting with a witch.
I felt like it would be appropriate for a Gnoll to come from a desert area originally, but I also don't want to intrude by adding a location in a setting that isn't mine, so I kept things ambiguous.
I'm gonna keep doing some tweaking (Most obviously, I don't have a patron selected), but Gehuil Sandstream is ready for inspection. I assumed starting HP was average.
What would be some reasonably common languages to choose from?
You can read the future by cutting open your abdomen and pulling out your entrails. This is a full-round action that deals 6d6 points of damage to you. This functions as the divination spell, using your Hit Dice as the caster level. You can perform this ability no more than once per day.
You know, I have always wanted to make something with this, but you know, I dont think I could ever actually roleplay it out. I would just be too squeamish :S
thegreenteagamer wrote:
2. Leaving the Gargoyle in was a mistake -
Are you sure? Would you reconsider if we took out its flight completely? Gargoyles have pretty wings, but as they are made of stone they most certainly cannot fly!
Heck, I would be willing to offer any of his Flight, Natural Attacks or DR as well for the chance to play one. :)
I would try and create him into a Empyreal Sorcerer when he finally gets to a high enough level :)
But since I know the answer to be no, I think I am going to try and create a Kobold Draconic Sorcerer who looks almost like a mini Red Dragon :)
He will be small and cowardly (cautious!) And will hide out on one of the bigger monsters shoulder :)
From that safe perch he will seek to use Mind Magic and mini fireballs.
thegreenteagamer wrote:
I'm looking to tell a story here - your story, obviously, but my point is this isn't about just wrecking stuff as a monster (though obviously there will be wrecking stuff as a monster, because duh). It's about thinking outside the box - what use is that gold chest you found, when every town in miles will murder you if they see you? How do you survive when you're hunted on all fronts? Will you turn into the monster they think you are, or are they wrong?
Well... the Kobold would still hoard that chest, Cuz Dragon Gold! But I am invisioning him having inferiority issues and security issues. He would desire to find a place of safety (failing that, create one) first, especially in such a cruel and uncaring world. He would then seek to hoard riches because thats what dragons do. But during that, his dragon blood would quickly force him to seek out more adventure and excitement.
He would probably become the monster people fear, but who knows? My own goodness might rub off on him too much :)
And I am still deciding on how I would build him and whether to go Dragonic Aspect or not...
Alright, I have worked up a Vanaran monk. Mind if I make the fur blue and play him as a non-telporting 'Nightcrawler' type? Charisma hit makes a swashbuckler a risky choice, but c'mon, when will I get a chance to play a character that actually looks like Kurt Wagner?
Nightcrawler:
Kur T'wagnar ~'Nightcrawler'
Male vanara monk (unchained, perfect scholar) 1
LN Medium humanoid (vanara)
Init +3; Senses low-light vision; Perception +7
—————
Defense
—————
AC 17, touch 17, flat-footed 13 (+3 Dex, +1 dodge, +3 Wis)
hp 12 (1d10+2)
Fort +4, Ref +5, Will +3
—————
Offense
—————
Speed 30 ft., climb 20 ft.
Melee temple sword +3/+3 (1d8+3/19-20) or
unarmed strike +3/+3 (1d6+3)
Special Attacks flurry of blows (unchained), stunning fist (1/day, DC 13)
—————
Statistics
—————
Str 14, Dex 16, Con 14, Int 10, Wis 16, Cha 8
Base Atk +1; CMB +3; CMD 20 (22 vs. trip)
Feats Dodge, Improved Unarmed Strike, Stunning Fist, Tree Hanger
Traits monk weapon skill, quain martial artist
Skills
Acrobatics +9 (+10 to jump)
Climb +14
Perception +7
Stealth +9
Racial Modifiers +2 Acrobatics, +2 Stealth
Languages Common, Vanaran
SQ prehensile tail
Other Gear temple sword
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Special Abilities
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Climb (20 feet) You have a Climb speed.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Prehensile Tail (Ex) Can retrieve small stowed objects as a swift action.
Stunning Fist (1/day, DC 13) You can stun an opponent with an unarmed attack.
Tree Hanger DC 15 Acrobatics to hang by tail, granting +2 CMD vs. bull rush, drag, and reposition.
Concept:
Kur T'wagnar was captured/kidnapped and forced into sideshow acts. Due to his unique coloring and ability to climb, he was dubbed "Nightcrawler". He was liberated and trained by a monk who felt pity for the vanaran. The two were hunted down by the authorities. Kur was brought to the camp, he has no idea where is mentor is or even if he is still alive. Despite all this, Kur has tried to maintain a bright and optimistic view of the world.
Mmm. Mm. You're tempting me here, man. My first thought was a nagaji scaled fist monk, but I see someone doing that with a gnoll a little ways up, so I'm thinking. But mmmmm. The temptation is very strong here.
EDIT: Temptation's even stronger as I realize this is the perfect game for the hobgoblin kineticist I've been wanting to play. I'll have something up when I can.
Quick roll for alignment: 1d3 ⇒ 3
Alright! Chaotic good it is!
Also, stealing someone else's template for this post ('cause, phone at present)...
The below is a rough draft, subject to change. (It's in need of several.)
Posting for now to save:
Lio'chae'tel' "the sewer troll" ("Leo" to any hypothetical friends)
Troll (4 negative levels)
CG Large humanoid (giant)
Init +2 [-2 negative levels]; Senses darkvision 60 ft., lowlight vision, scent; Perception +8 [+4 w/ negative levels]
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DEFENSE
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AC 16, touch 11, flat-footed 14 (+2 Dex, +5 natural, -1 size)
hp 63 (6d8+36) regeneration 5 (acid or fire)
negative levels: hp 43
Fort +11, Ref +4, Will +3
[negative levels: Fort +7, Ref +0, Will -1
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OFFENSE
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Speed 30 ft.
Melee: bite +5 (1d8+5), 2 claws +4 (1d6+5)
[negative levels: bite +1 (1d8+5), 2 claws +0 (1d6+5)
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STATISTICS
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Str 21, Dex 14, Con 23, Int 6, Wis 9, Cha 6 {need to spend 20 points}
[negative levels: -4 to ability checks
Base Atk +4; CMB +10; CMD 22
[negative levels: CMB +6; CMD 18
Feats: Intimidating Prowess, Iron Will, Skill Focus (perception)
Traits: Civilized, Patient Optimist, Trapfinder {subject to change}
Drawback: Lonely
Skills: Intimidate +9, Perfeption +8 {going to have more skill points}
[negative levels: Intimidate +5, Perfeption +4
Languages: Giant
SQ: -
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TRAITS
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Civilized: You are well versed in the local laws, customs, and politics.
Effect: You gain a +1 trait bonus on Knowledge (nobility) checks and Knowledge (local) checks. Knowledge (local) is always a class skill for you.
Patient Optimist: You know that all things pass in time, and are used to having to repeat arguments multiple times to convince stubborn believers.
Effect: You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt, you may retry it once.
Trapfinder: Though probably not the life you would have chosen, you were born and raised (mostly by yourself) in the infamous sewers below <town name>, where you continually worked to ensure the safety of those lost there from the many deadly tricks and traps set by the various thieves' and assassins' guilds that used the sewers. You may not have received any formal training in the roguish arts, but you've nonetheless become skilled at spotting and disabling hidden traps. Now that you have been captured and forced from the only place you e ever called home, perhaps you can put those skills to good use elsewhere. Fluff text altered to fit the character's backstory.
Effect: You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.
Lonely: You are far too easily convinced of the friendly intentions of others.
Effect: You take a –2 penalty on Sense Motive checks and on Perception checks to see through disguises, and on saving throws against charm spells and spell-like abilities.
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OTHER
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Currently sustaining 4 negative levels. For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed.
Altogether, he has a -4 to all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks; and reduces his hit points by 20.
@GM: Question on the creatures with level adjustment/negative levels: couldn't such creatures start with an extra negative level and a class (which would advance only when all the other negative levels are gone)? I'm asking it for a sake of making the characters a little more unique, since the classes will give us an extra hand of customization. Let me know your thoughts :)
@GM: Question on the creatures with level adjustment/negative levels: couldn't such creatures start with an extra negative level and a class (which would advance only when all the other negative levels are gone)? I'm asking it for a sake of making the characters a little more unique, since the classes will give us an extra hand of customization. Let me know your thoughts :)
I'm just feeling that's going to overcomplicate things to begin with. You can swap out their feats, skill points, pick traits, and adjust their stats with point buy, so...I mean, there's that, with the more powerful ones. I almost didn't even keep any of the racial HD ones, to be honest, but I wanted the "big bruiser" race options available, to keep it more monstrous in theme. With only 6 levels to work with, it's not like we have a lot of flex room anyway.
Why not have two mighty dragon monks? The party balance may be upset, but I'm certain the dragons won't be. Monk buddies!
Virr's Backstory:
Virr was a simple gnoll at first. He lived on the water's edge and liked to fish. But he wasn't a very good fisherman. The other, smaller beasts caught so many in a day, so he did the natural gnoll thing; he demanded that they offer their fish to him so he wouldn't kill them.
It was a good life, to be revered and feared by lesser beasts. It inflated his pride in himself, killing those that dared come close to his power to keep the lessers in line.
One day, he finds a strange book written in a strange language. Knowing only gnoll (and gnolls aren't known to write well), he knew that this book was different. It was water-sealed and had lots of fantastic pictures of the strongest beast he's ever seen: the almighty whiskered dragon!
So he pronounced himself as a dragon, in stance and attitude, his hubris out of control. But one day, a small, half-human thing came by. Virr demanded he pay tribute for stepping foot on his beach, but the half-human only poked him mercilessly with his spear, always stepping just out of reach from Virr's meaty fists.
Thrashed and defeated, Virr was forced to retreat from his home and travel to find a new one. His pride was damaged but it would recover in time.
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.
Well, I'm interested. Why Eldritch Scoundrel Rogue for most of your levels, instead of all Magus? Better spell progression, right?
Edit: Also, if anyone wants to hear my super interesting plans, I'm probably going to go for the Healing Patron, since somebody ought to be white mage, at least in part. Other stuff is mostly what my Hexes are for.
By the way, I'm planning to do Eldritch Scoundrel Unchained Rogue 4/Ranger, Fighter or Slayer 1 with my Sahuagin lady. Just in case anyone were dying to hear about my supremely interesting plans.
Well, I'm interested. Why Eldritch Scoundrel Rogue for most of your levels, instead of all Magus? Better spell progression, right?
Edit: Also, if anyone wants to hear my super interesting plans, I'm probably going to go for the Healing Patron, since somebody ought to be white mage, at least in part. Other stuff is mostly what my Hexes are for.
I like skills, and wanted to do archery - the spell progression is much the same. There's also a plan in there to do intimidate and ranged sneak attack with shatter defenses.
Witch is good, especially since we probably won't have the gold for spellbooks (which is probably going to be a little bit of a problem, now that I think about it)
I'm also trying to figure out some way to make use of intimidate, but beyond the regular standard action, I'm coming up blank for ways a witch can use that particular skill. Maybe I ought to respec for diplomacy. It would also work, I think.
... if only everything I wanted to do wasn't done better and more easily with magic!
I find it difficult to make a viable build, and I keep thinking, "If only I had <X> spell..." which I could do with a change in focus to Spellcraft... which isn't too difficult on its own, but it makes the traits kind of less useful, and that makes me want to focus on other, different traits instead.
I find my troll build quite interesting, and there are several things I've not settled on, yet that are really cool - for example that Gift of Sight feat is awesome! -, but... it's hard to build anything viable around that stuff*.
And while I don't feel the need to be the most optimized guy of forever, it's kind of hard to make someone I'm certain won't drag the group down...
#firstworldawesomegameideaproblems
* Also the whole, "Must worship a demon." prerequisite! Kinda hard to be a chaotic good guy and a troll, you know? XD
Mechanically - and to some extent fluff-wise - both are relatively perfect for the ideas I had concerning the character, and I don't really see any sort of viable method of doing anything else similar. The problem is that each of them require an evil patron of some sort... which is kind of a deal-breaker, if I'm going for a lonely, optimistic outcast good guy who seeks the beauty and good in each individual.
I don't know what kind of deities or concepts are in the world, but I pictured him following someone like either Desna (Golarion) or Selune or Sehanine (Forgotten Realms) - a deity of some celestial body or feature he'd only ever seen through the grates of the sewers, but who was associated with mysticism and divinations. His long-standing goal and M.O. had always been to help out those who'd fallen into (perhaps even literally, though I'm unsure of that) the dangerous place that was "his" sewers by disabling traps and leading them to freedom by signs. Meanwhile, he attempted to learn everything he could about the people who lived "above" him.
Concept was to build toward diplomacy, disable device, and stealth, with a few like knowledge (local) thrown in (along with a tad of intimidate and perception).
(I'm thinking I'll need to drop patient optimist and actually get Diplomacy as a class skill - that extra +1 difference may be more important than a retry against already-hostile creatures. I want the retry, but I don't think I'll be able to get it, with everything else; I'll probably go with Ease of Faith, or, if I absolutely have to - switch out Civilized for Affable, and go in a different direction.)
((If the diplomat build isn't viable, I may go for a build with Hedge Magician and Spark of Creation to kind of "hack" either my way in, or someone else's way into being a better diplomat for us all. Eventually. The early levels are gonna suuu~uuuuck, though. XD))
... aaaaaaaaaactually...
Q2: If I have a trait or ability that allows me to craft something for less than others, how much assistance can I have? Do I have to do everything, or can they provide necessary skills/feats/spells/etc. to do things in a less expensive manner (thereby encouraging unity and team work)?
Yes, it's still true. You're not getting phenomenal soul-selling evil power by worshiping a good guy. It may not be an evil god from a setting you know, but...no, you can't be the shining white knight and the bloodstained black knight at the same time.
I guess I'll allow "gift of sight" to be for non-evil, because it's just more troll themed than it is evil, but not Diabolical Negotiator. There's other "change your score for talking" paths though.
If you get a discount from a feat/perk/etc, you have to be the one providing the prerequisites to get the discount.
Also - you want to make your giant, dumb race the...stealthy...face?
Yes, it's still true. You're not getting phenomenal soul-selling evil power by worshiping a good guy. It may not be an evil god from a setting you know, but...no, you can't be the shining white knight and the bloodstained black knight at the same time.
Wasn't trying to be! I was trying to be a nice guy with the ability to talk to people, and a creepy method of mysticism associated with my racial traits. :)
While I don't see the feat actually doing any soul-selling, I'll definitely abide by your decision.
thegreenteagamer wrote:
I guess I'll allow "gift of sight" to be for non-evil, because it's just more troll themed than it is evil, but not Diabolical Negotiator. There's other "change your score for talking" paths though.
Fair enough. None that I've seen so far that go smoothly, but fair enough.
thegreenteagamer wrote:
If you get a discount from a feat/perk/etc, you have to be the one providing the prerequisites to get the discount.
How many of them? All prerequisites?
The question has broader utility as well: if I have a magic item crafting feat, how much do I have to provide, relative to standard crafting rules?
So, for example, let's say an item requires spell <X> and skill <Y> and I have feat <item>: if I provide the feat <item>, but Art provides spell <X> and Bea provides skill <Y>, is that sufficient for the half-cost of crafting (per standard rules)? Or if I've the feat and the trait, but lack the skill, can someone else provide the skill?
EDIT: I didn't even think of this before, but it is suddenly relevant: what is your personal opinion of a CL provided by feats or other special effects like gift of sight when thinking about crafting stuff?
thegreenteagamer wrote:
Also - you want to make your giant, dumb race the...stealthy...face?
Stealthy giants are terrifying!
And more, "hopeless loner optimist who just wants good friends and to live in peace" (and also doesn't drag the party down) - I figure I'm a solid combatant no matter what, and I find the idea of a troll reaching for the humane solution to be suitably rare. :D
EDIT: I mean, I have 24 skill points, and I'm thinking about where to spend them...
EDIT 2: And it's also the reason I'd mentioned the other thing to you, before I fully read this thread's limits - the story I'd had in mind "sized" better with that one. But, as noted, it's cool. And if I have to change concepts, I will. Several ways to take a CG troll. :D
Also - you want to make your giant, dumb race the...stealthy...face?
Tacticslion wrote:
Stealthy giants are terrifying!
And more, "hopeless loner optimist who just wants good friends and to live in peace" (and also doesn't drag the party down) - I figure I'm a solid combatant no matter what, and I find the idea of a troll reaching for the humane solution to be suitably rare. :D
EDIT: I mean, I have 24 skill points, and I'm thinking about where to spend them...
EDIT 2: And it's also the reason I'd mentioned the other thing to you, before I fully read this thread's limits - the story I'd had in mind "sized" better with that one. But, as noted, it's cool. And if I have to change concepts, I will. Several ways to take a CG troll. :D
Oh! I was in a hurry earlier, and forgot: also, there were, like, at least three people at a glance that had something to do with Intimidate (and maybe a fourth on the way, given all the "dragon" themes going on), so I didn't want to step on toes. Also, also, I figured we'd need at least one person to make friends - and the "scary, but friendly giant" archetype has yet to be filled, here, soooo... it seemed to be an space to fill! And, you know, you can never have too many people good at stealth (the more people that can successfully participate in a stealth mission, the better the mission is likely to go), and I figured having a quasi-bruiser/tank would help lend itself toward the survival of any fellow stealth/scouts (I could take hits and deal damage, to help set up flanking take-downs and whatnot).
...
...
... also, I firmly deny any suggestion that the name of the character could, in any way, be construed as a reference to TMNT. Nope. Totally can't be construed that way at all.
>.>
*cough*
Hm. So I may have to dump both patient optimist and civilized to nab Amiable. Painful, but there it is. I didn't see any other feat outside of the diabolic negotiator that let me nab anything instead of charisma to diplomacy. I could use Student of Philosophy or Clever Wordplay, but them I'm stuck without a class skill until level 5 (whatever class I get) as I lose Amiable. Long term gain, but short term suck. Everything else in the guide is class-exclusive stuff (though it lacks some newer things like the diabolical negotiator.
Tac, since you're playing so drastically counter to the nature of a troll (hungry, eat, kill because that's how you manage to eat) - it would be helpful if you could work something in your story about why he's so drastically different. I know that's part of the story's theme, but it doesn't mean there shouldn't be a reason.
Good to see all the submissions so far. Very interesting takes on the idea. Neat!
Sure! Actually, I do - it's the same reason he's got such a high intelligence: he lived in the sewers of a city of a civilization who rather callously used warfare magic and doesn't really care who they hurt as they rise in power. BAM: instant weirdo! :D
(Also harkening back to TMNT definitely not referencing anything, that's for sure.)
EDIT: this has been my idea for a while, actually...
So, can we have a third trait with a drawback? I want to have diplomacy or bluff in case I can't work with intimidate, but I don't want to give up the opportunity to scare dudes away by laughing madly.